I was going to post the other night that I had yet to see one of these items drop or on another Sov/Champ. Should all of these items be contained within a tag?
Capn Darwin
Gotta have humor in the modding business.
Here is one that crashes the game everytime and they really need to fix. If you have a stategic spell with a large radius for the target effect (radius tag of 10+) and you are too close to the edge of the world on the map, the grid it places on the 3d map gets corrupted spraying whiteish lines everywhere. This is followed by a crash to desktop. Another effect is if it draws said grid and you are far enough off the edge, the grid does not go away after the casting.
A custom faction or just a created Sov? Maybe that is the hang up on my end since I'm using a designed Sov.
Great information! Thanks for sharing!
Have you tried making a spell that sets the characters poison resistance to 100% for a short number of rounds to see if the poison attack is negated?
I changed that tag last night in your unitstat mod and still did not get a change. I guess I need to look at it again.
It's weird. My spells are in a newly names xml file to avoid a conflict. My edits to the Eagle Eye spell show up (the spell itself is still broken in 86). Fireball is in the same file, same name as the core version, but it is not overwritting the core effects. Baffling as all hell. All my new spells work just fine out of the file. All I can think is the "autounlock" tag is causing grief since Eagle eye does not have it. The floor is open for thoughts. I can see about posting my fi
A question for the master: Adding new spells and weapons is just a matter of making a new xml with the new items using new internal names. What if I want to replace a spell, trait, weapon, etc? What is the best way to do this? For example, I have a modifed Fireball spell that I want to use in game to replace the one in CoreSpells. What is the best way to replace this? I'm also seeing in cases where I have a small file for Abiliti
New Sov, C:...\Documents\My Games\FallenEnchantress\Mods Your information is showing up. I'm getting ready to copy out my mods from core files and then flush and redo the install. More later.
What are you trying to have this creature do? No doubt there are other ways to do it.
I'll reload clean tonight and retest. If it breaks I'll post the save file.
Thanks, I'll give it a run. I am getting a number of odd bugs with 86 and the A version and the Relinquary mod. Missing art work for items and weapons, some spells not working Eagle Eye for one (FOW not being removed), can't build caravans, and a weird Sov build were the base init value was 12 and not 22. Added a bow and did not see I was at 6 and was getting killed right and left since I had no actions after the first shots. Not sure what to make of it all. I may just reload
To the Devs, Being one of the modders of these games we have noticed both in the various XML files (items, equipment, weapons, units, etc) and in the EXE file the word Liklihood and Likelihood. The latter being the correct spelling. If these are mismatched in terms of the game code using them from the XMLs some things may not be showing up as intended. In changing those tags in the XMLs, I've noticed a wider array of items when killing monsters or completing quests. Just s
HF, Your CoreSpells shows two SummonEarthElementals. They appear to be identical. Core Units has the Likihood mis-spell in it. Rest of the Mod is awesome. Thanks for all of the hard work!
Unfortunately the AI is always going to be the weak link with any of these mods. Have cool spells and balanced mana won't help the AI pick the right spell for the right target. Unless these tags can be used with the AI values in the spells. Have to look at that. Also we can use these modifiers to keep the player on a more restricted platform and hopefully balance out the AI a bit.
For equipment, can we have IsThrownWeapon and IsProjectedWeapon. Again to help with how they are handled against targets. For creatures how about IsOversizedTarget. Allow us to tack on more damage from AOE spells or hit easier with thrown/projected weapons. For Units how about HasThermalVision. Allows units to see through smoke/fog. For Units, IsHardToScry or IsHardToTrack. Make units harder to hit on Strat map with spells or reduce the damage. I'm talking to you F
HF is the man. I think we can use IsUsingShield to fix bows once and for all. Instead of nerfing bows, we can just greatly reduce either damage or accuracy against units with shields or other characteristics. Plus it makes having a shield something to consider when buiding units and we can have archers that kill things again. Sad to see a group of level 10 archers struggle to take down a cave bear or black widow. Great idea! Now if we can just figure out why my Sov is getting over 100
Heavenfall, The DefendableDamage is commented out and not used in the above call. The effect just hits the target for 6 points of damage with no defenses applied like the Barbs spell. It is a way to get an automatic damage of x points. Can we pester a Dev for some formulas on how defendabledamage really works with all of the riders for extra damage? It is obvious 0 armor targets are getting hit for more than the effects are set for.
Not 100% sure, but I think UnitStat_Attack_X just sets the type of damage for the effect and should get matched up to defense_fire when calculating damage. Of course the only defenses I've seen are Blunt, Cutting and Pierce.
Update: You can get static damage using the following with defendabledamage not used- Unit UnitStat_Attack_Fire
Tested minvalue and maxvalue last night. Non-functional. I'd love SD to hook them back up as limits within a gamemodifier. That way if I want to cap a spell effect I could set one or both and the calculated value would be bound within the limits. Defendable damage in spells is flat out broken. If you take it out and assume you will just do X damage (in this case I set a spell to do 6 points with no modifiers of my own applied) per cast you will be surprised when nothing happens. N
No issue. Just agree with your point. Need to wait and see what if any support rolls out from the Devs on things too. I'll keep tweaking and testing on my end if I see anything new I'll let folks know.
removed -sorry
..and yes I've had two games where after exiting from a battle and winning, one of my cities vanished leaving just an army of the folks that were in it. Really need that bug knocked out. [e digicons]>:([/e]